Search Results

Search found 25377 results on 1016 pages for 'development 4 0'.

Page 459/1016 | < Previous Page | 455 456 457 458 459 460 461 462 463 464 465 466  | Next Page >

  • How do I keep a 3D model on the screen in OpenGL?

    - by NoobScratcher
    I'm trying to keep a 3D model on the screen by placing my glDrawElement functions inside the draw function with the declarations at the top of .cpp. When I render the model, the model attaches it self to the current vertex buffer object. This is because my whole graphical user interface is in 2D quads except the window frame. Is there a way to avoid this from happening? or any common causes of this? Creating the file object: int index = IndexAssigner(1, 1); //make a fileobject and store list and the index of that list in a c string ifstream file (list[index].c_str() ); //Make another string //string line; points.push_back(Point()); Point p; int face[4]; Model rendering code: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); cout << "Size Of Point" << sizeof(Point) << endl; GLuint vertexbuffer; glGenVertexArrays(1, &vao[3]); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, points.size()*sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, num_bytes, &points[0]); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, points.size(), &points[0]); glEnableClientState(GL_INDEX_ARRAY); glIndexPointer(GL_FLOAT, faces.size(), faces.data()); glEnableVertexAttribArray(0); glDrawElements(GL_QUADS, points.size(), GL_UNSIGNED_INT, points.data()); glDrawElements(GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data());

    Read the article

  • how can i get rotation vector from matrix4x4 in xna?

    - by mr.Smyle
    i want to get rotation vector from matrix to realize some parent-children system for models. Matrix bonePos = link.Bone.Transform * World; Matrix m = Matrix.CreateTranslation(link.Offset) * Matrix.CreateScale(link.gameObj.Scale.X, link.gameObj.Scale.Y, link.gameObj.Scale.Z) * Matrix.CreateFromYawPitchRoll(MathHelper.ToRadians(link.gameObj.Rotation.Y), MathHelper.ToRadians(link.gameObj.Rotation.X), MathHelper.ToRadians(link.gameObj.Rotation.Z)) //need rotation vector from bone matrix here (now it's global model rotation vector) * Matrix.CreateFromYawPitchRoll(MathHelper.ToRadians(Rotation.Y), MathHelper.ToRadians(Rotation.X), MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(bonePos.Translation); link.gameObj.World = m; where : link - struct with children model settings, like position, rotation etc. And link.Bone - Parent Bone

    Read the article

  • Random/Procedural vs. Previously Made Level Generation

    - by PythonInProgress
    I am making a game (called "Glory") that is a top-down explorer game, and am wondering what the advantages/disadvantages of using random/procedural generation vs. pre-made levels are. There seems to be few that i can think of, other than the fact that items may be a problem to distribute in randomly generated terrain, and that the generated terrain may look weird. The downside to previously made levels is that I would need to make a level editor, though. I cannot decide what is better to use.

    Read the article

  • OpenGL VertexBuffer won'e render in GLFW3

    - by sm81095
    So I have started to try to learn OpenGL, and I decided to use GLFW to assist in window creation. The problem is, since GLFW3 is so new, there are no tutorials on it yet and how to use it with modern OpenGL (3.3, specifically). Using the GLFW3 tutorial found on the website, which uses older OpenGL rendering (glBegin(GL_TRIANGLES), glVertex3f()), and such, I can get a triangle to render to the screen. The problem is, using new OpenGL, I can't get the same triangle to render to the screen. I am new to OpenGL, and GLFW3 is new to most people, so I may be completely missing something obvious, but here is my code: static const GLuint g_vertex_buffer_data[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; int main(void) { GLFWwindow* window; if(!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW."); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(800, 600, "Test Window", NULL, NULL); if(!window) { glfwTerminate(); fprintf(stderr, "Failed to create a GLFW window"); return -1; } glfwMakeContextCurrent(window); glewExperimental = GL_TRUE; GLenum err = glewInit(); if(err != GLEW_OK) { glfwTerminate(); fprintf(stderr, "Failed to initialize GLEW"); fprintf(stderr, (char*)glewGetErrorString(err)); return -1; } GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); GLuint programID = LoadShaders("SimpleVertexShader.glsl", "SimpleFragmentShader.glsl"); GLuint vertexBuffer; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); while(!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(programID); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteBuffers(1, &vertexBuffer); glDeleteProgram(programID); glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); } I know it is not my shaders, they are super simple and I've checked them against GLFW 2.7 so I know that they work. I'm assuming that I've missed something crucial to using the OpenGL context with GLFW3, so any help locating the problem would be greatly appreciated.

    Read the article

  • Struct Method for Loops Problem

    - by Annalyne
    I have tried numerous times how to make a do-while loop using the float constructor for my code but it seems it does not work properly as I wanted. For summary, I am making a TBRPG in C++ and I encountered few problems. But before that, let me post my code. #include <iostream> #include <string> #include <ctime> #include <cstdlib> using namespace std; int char_level = 1; //the starting level of the character. string town; //town string town_name; //the name of the town the character is in. string charname; //holds the character's name upon the start of the game int gems = 0; //holds the value of the games the character has. const int MAX_ITEMS = 15; //max items the character can carry string inventory [MAX_ITEMS]; //the inventory of the character in game int itemnum = 0; //number of items that the character has. bool GameOver = false; //boolean intended for the game over scr. string monsterTroop [] = {"Slime", "Zombie", "Imp", "Sahaguin, Hounds, Vampire"}; //monster name float monsterTroopHealth [] = {5.0f, 10.0f, 15.0f, 20.0f, 25.0f}; // the health of the monsters int monLifeBox; //life carrier of the game's enemy troops int enemNumber; //enemy number //inventory[itemnum++] = "Sword"; class RPG_Game_Enemy { public: void enemyAppear () { srand(time(0)); enemNumber = 1+(rand()%3); if (enemNumber == 1) cout << monsterTroop[1]; //monster troop 1 else if (enemNumber == 2) cout << monsterTroop[2]; //monster troop 2 else if (enemNumber == 3) cout << monsterTroop[3]; //monster troop 3 else if (enemNumber == 4) cout << monsterTroop[4]; //monster troop 4 } void enemDefeat () { cout << "The foe has been defeated. You are victorious." << endl; } void enemyDies() { //if the enemy dies: //collapse declaration cout << "The foe vanished and you are victorious!" << endl; } }; class RPG_Scene_Battle { public: RPG_Scene_Battle(float ini_health) : health (ini_health){}; float getHealth() { return health; } void setHealth(float rpg_val){ health = rpg_val;}; private: float health; }; //---------------------------------------------------------------// // Conduct Damage for the Scene Battle's Damage //---------------------------------------------------------------// float conductDamage(RPG_Scene_Battle rpg_tr, float damage) { rpg_tr.setHealth(rpg_tr.getHealth() - damage); return rpg_tr.getHealth(); }; // ------------------------------------------------------------- // void RPG_Scene_DisplayItem () { cout << "Items: \n"; for (int i=0; i < itemnum; ++i) cout << inventory[i] <<endl; }; In this code I have so far, the problem I have is the battle scene. For example, the player battles a Ghost with 10 HP, when I use a do while loop to subtract the HP of the character and the enemy, it only deducts once in the do while. Some people said I should use a struct, but I have no idea how to make it. Is there a way someone can display a code how to implement it on my game? Edit: I made the do-while by far like this: do RPG_Scene_Battle (player, 20.0f); RPG_Scene_Battle (enemy, 10.0f); cout << "Battle starts!" <<endl; cout << "You used a blade skill and deducted 2 hit points to the enemy!" conductDamage (enemy, 2.0f); while (enemy!=0) also, I made something like this: #include <iostream> using namespace std; int gems = 0; class Entity { public: Entity(float startingHealth) : health(startingHealth){}; // initialize health float getHealth(){return health;} void setHealth(float value){ health = value;}; private: float health; }; float subtractHealthFrom(Entity& ent, float damage) { ent.setHealth(ent.getHealth() - damage); return ent.getHealth(); }; int main () { Entity character(10.0f); Entity enemy(10.0f); cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; }; Struct method, they say, should solve this problem. How can I continously deduct hp from the enemy? Whenever I deduct something, it would return to its original value -_-

    Read the article

  • HLSL problem with divide by homogeneous component

    - by Berend
    When I try to divide my position.z by my position.w in HLSL I get as result always 1.0f or higher. Is this a common problem for some reason? When I divide my position.x or y by the w this works fine. But the divide for the z gives a wrong result. I use the view matrix for my camera and the projection matrix as i use it in the game because I want to create a depthmap from the cameraposition. Can anybody explain what I'm doing wrong? Do I need another view matrix?

    Read the article

  • About online game servers and how to handle data

    - by TreantBG
    So my question isn't about what technology to use or how to do this or that, but a more general question. I'm currently developing a action third person shooter. With elements of RPG - weapon,armor upgrades and items. Players will be able to create new games or join old ones. So my question is how to create the game server that players will play in. I have two ideas on my mind. The player who made the game is the server. All data passes trough him and he send this data to the server updating the database of the players with their XP points kills/deaths score and other. Or my host machine is the server, the player who made the game just will open new instance on my host and will be like client. And all players send their input data to the host, the host updates the game and send response back to client for any new changes like where is the enemy and other. And if i choose option 1 is there a chance the host to change the game content and manipulate the game results? (I think there is but i'm not sure) And if i choose option 2 isn't that raising the response time and potentially the game lag? or maybe there is another option?

    Read the article

  • Component-based Rendering

    - by Kikaimaru
    I have component Renderer, that Draws Texture2D (or sprite) According to component-based architecture i should have only method OnUpdate, and there should be my rendering code, something like spriteBatch.Draw(Texture, Vector2.Zero, Color.White) But first I need to do spriteBatch.Begin();. Where should i call it? And how can I make sure it's called before any Renderer components OnUpdate method? (i need to do more stuff then just Begin() i also need to set right rendertarget for camera etc.)

    Read the article

  • Procedural object generation and unique identification

    - by 2080
    My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are generated while the game is running with procedural algorithms (for example perlin noise). The players (/clients) can modify the properties of these objects, but have to notify the server of these changes. How could this communication address unique objects, so that both the server and the client know of which object they are speaking? Not only the inner properties of the objects can differ, but also visible, such as the position. When the player wants to select one of these objects the game has to find out the id - does anyone know which methods or algorithms can accomplish that?

    Read the article

  • How important is a single-player mode in a 2-player game?

    - by Davy8
    So say you have a 2 player game, taking Chess as an example (except it's an original game with no ready-to-go AI available). Let's say there's also a social-aspect to the meta-game, so let's say it's a Chess game on Facebook where you can challenge your friends. How important is it to have a single-player mode, knowing that an AI will need to be created (I've done minimax AI for tic tac toe, but nothing too sophisticated)? Is it important enough that it should be in the initial launch of the game? Can it wait for a future iteration (knowing that being hosted on the web means the game can be updated at any time)?

    Read the article

  • 2D Animation Smoothness - Delta time vs. Kinematics

    - by viperld002
    I'm animating a sprite in 2D with key frames of rotation and xy-positions. I've recently had a discussion with someone saying that when the device (happens to be an iPad using cocos2D) hits a performance bump due to whatever else the user may be doing, lag will arise and that the best way to fight it is to not use actual positions, but velocities, accelerations and torques with kinematics. His message is to evaluate the positions and rotations from these speeds at the current point in time. I've never experienced a situation where I've heard of using kinematics to stem lag in 2D animations and am not sure of how effective it could be. Also, it seems to be overkill. The application is not networked so it's all running on a local device. The desired effect is that the animation always plays as closely as it can to the target frame rate. Wouldn't the technique suffer the same problems as just using the time since the last frame or a fixed time step since the kinematics would also require some time value to perform the calculation? What techniques could you suggest to best achieve the desired effect? EDIT 1 Thank you for your responses, they are very illuminating. I want to clarify my question before choosing an answer however, to make sure that this post really serves it's purpose. I have a sprite of a ball, and a text file with 3 arrays worth of information (rotation,translations x, translations y) with each unit of information existing as a key frame to be stepped through (0 to 49 and back to 0 to replay it again). I have this playing by interpolating from the current key frame to the next, every n-units of time. The animation is visibly correct when compared to a video I was given of it, and it is smooth because of the interpolations between the key frames. This is the existing state of the project. There are no physics simulated, only a static animation of a ball moving in a way an artist specifically designed. Should I, instead of rotation in degrees and translations by positions in space, derive velocities, accelerations and torques to express this static animation as a function of time? As in, position now = foo(time now), where foo uses kinematics.

    Read the article

  • Behaviour tree code example?

    - by jokoon
    http://altdevblogaday.org/2011/02/24/introduction-to-behavior-trees/ Obviously the most interesting article I found on this website. What do you think about it ? It lacks some code example, don't you know any ? I also read that state machines are not very flexible compared to behaviour trees... On top of that I'm not sure if there is a true link between state machines and the state pattern... is there ?

    Read the article

  • Moving 2d camera in the y direction

    - by Alex
    I'm developing a simple game for the iphone and am struggling to work out the best way for the camera to follow the main character. The following picture hightlights the three main components: There are 3 components to this: Circle - the main character Green line - terrain Black background The terrain is simply made from an array of points (approx 20 points per screen width). The terrain is moved in the x direction relative to the black background in order to keep the circle in its position shown. The distance to move the terrain is simply: movex = circle.position.x - terrain.position.x with a constant to fix the circle at some distance from the left of the screen. I am struggling to determine the best way to position the terrain in the y plane keep the focus in the character. I want to move the terrain in the y direction smoothly and not fix it to the position of the circle, so the circle can move in the y plane. If I take the same approach as the x positioning, the character is fixed at a point on the screen and the terrain moves. I could sample some terrain points either side of the character and produce an average, but in my implementation this was not smooth. I thought another approach might be to create a camera 'line' that is a smooth version of the terrain line and make the camerea follow this, but I'm not sure if this is the optimum solution. Any advice is much appreciated!

    Read the article

  • Calculating up-vector to avoid gimbal lock using euler angles

    - by jessejuicer
    I wish to orbit a camera around a sphere, yet the problem is that when the camera rotates so that it is at the north pole (and pointing down) or the south pole (and pointing up) of the sphere the camera doesn't handle itself very well. It spins rapidly until arriving 180 degrees in the opposite direction. I believe this is known as gimbal lock. I understand you can avoid this problem using quaternions. But I also read in another forum that it's possible to avoid this easily using euler angles as well. Which I would prefer to do. It was said that all you need to do is "calculate a proper up-vector every frame, and that avoids the problem entirely." Well, I tried aligning the up-vector with the vertical axis of the camera whenever the camera changed orientation, but this didn't seem to work. Meaning that the up-vector followed exactly the orientation of the camera's y-axis (or it's up vector), instead of using a constant up-vector aligned to the up-vector of the world (0, 1, 0). How exactly do I go about calculating a proper up-vector as my camera orientation changes to avoid the gimbal lock problem mentioned above?

    Read the article

  • Good GUI for OpenGL

    - by Cristina
    I am starting to learn OpenGL with FreeGLUT using the Superbible and the knowledge i have from my elementary graphics to brush up on my skills. To get more from this experience i want to integrate a GUI to overwrite the one FreeGLUT uses, now my question is this: is this thing possible and what library should i use? Some characteristics for the library: Open source Multi-platform (Linux and Windows) C/C++ If you have any other recommendations please feel free to post them along with your answers for my problem.

    Read the article

  • How do you set up PhysFS for use in a game?

    - by ThePlan
    After my recent question on GD I've been advised to use PhysFS to pack all my game data in 1 file. So I have, and the decission wasn't light, because I've tried out every library in my answers but none contained a single good tutorial whatsoever, in fact PhysFS is the poorest documented library I've ever seen. After attempting to set up PhysFS in my game I realized it's not as simple as adding the headers to the project, it appears something much more complicated, in fact after my first attempt to install PhysFS the compiler ran out of memory to display errors, it reached the critical count of 50 errors. So basically what I'm asking here is: How can I set up PhysFS on my game? I'm using Code::Blocks IDE on Windows XP SP3;

    Read the article

  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

    Read the article

  • What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm?

    - by momboco
    What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm? I've seen that the most easy form is go to one point and when the agent has reached this point, discard it and go to the next point. I think that this approach has problems when the game has physics with dynamic objects that can block the travel between point A and point B, then the agent is taken from his original trayectory and sometimes go to the last destiny point is not the most natural behavior. In the literature always I have read that the path is only a suggestion of where the agent has to go, but I don't know how this suggested path must be followed. Thanks.

    Read the article

  • exact point on a rotating sphere

    - by nkint
    I have a sphere that represents the Earth textured with real pictures. It's rotating around the x axis, and when user click down it has to show me the exact place he clicked on. For example if he clicked on Singapore the system should be able to: understand that user clicked on the sphere (OK, I'll do it with unProject) understand where user clicked on the sphere (ray-sphere collision?) and take into account the rotation transform sphere-coordinate to some coordinate system good for some web-api service ask to api (OK, this is the simpler thing for me ;-) some advice?

    Read the article

  • AS3 Calculating Delta Time In Seconds

    - by user1133079
    Here is how I've been trying to implement delta time based on different internet resources. var startTime:Number = getTimer(); game.Update(deltaTime); deltaTime = Number(getTimer() - startTime) * 0.001; My issue with this is it doesn't seem to be giving me accurate timing. The main update shows the frame time at 0.001 and when reinitializing the level it goes to 0.002. I'm using dt else where for a timer and later on time based physics so I would like it to work as expected. I must be missing something silly.

    Read the article

  • Lighting with VBO

    - by nkint
    I'm using a Java JOGL wrapper called processing.org. I have coded some enviroment on it and I'm quite proud of it even if it has some ready stuffs that I didn't know anything about it (==LIGHTS). Then, for some geometry, I've decided to use a VBO. I had to pass in the hard way and recode all lights. But I can't achieve the same result. This is the original light system: And this with VBO: With this code: Vec3D l; gl.glEnable(GL.GL_LIGHTING); gl.glEnable(GL.GL_LIGHT0); gl.glEnable(GL.GL_COLOR_MATERIAL); gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, new float[]{0.8f,0f,0f}, 0); l = new Vec3D(0,0,-10); gl.glColor3f(0.8f,0f,0f); gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { l.x, l.y, l.z, 0 }, 0); gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPOT_DIRECTION, new float[] { 1, 1, 1, 1 }, 0); I can't achive the same light, the same color material, and the same wireframe stuffs. If needed I can also post the code I use for VBO, but it is quite standard vertex array grabbed on the net that uses glDrawArrays

    Read the article

  • Show path of a body of where it should go after linear impulse is applied

    - by Farooq Arshed
    I am making a game with Andengine and Box2D. I have a dynamic body and I apply linear impulse on the body to move it around when the user have touched the screen. Now I want to show the path where the body will go when the user have touched. If you have played Angry Birds or Basket Ball Shoot or any other which have projectile motion with a path shown you will get my point. I want to show the white dots which are shown in those games.

    Read the article

  • Sorting objects before rendering

    - by dreta
    I'm trying to implement a scene graph and in all the articles i've come across there is talk about object sorting. So you'd sort your objects by "material" for example. Now untill i sat down and started implementing it, i kind of took this for granted, because it made sense. But now i'm wondering what does sorting actually change? In my engine, i have a manager for UBOs, i use those to store data that'll be shared between programs, at the moment that only involves time, camera and projection matrices and lights (i'm not worrying about managing which lights affect which objects ATM). Now for each model i have to change the model to world matrix uniform, no sorting is going to change that. So is the jump from changing this matrix to also setting a material for each object that bad? I vaguely remember reading somewhere that each time you change something in the pipeline, it has to get flushed and that can cause performance issues. But for each drawing call i'm setting up a model to world matrix anyway, so what sense does it make to ever be concerned about this? BTW is there any information about whether changing a uniform and calling glBufferSubData is more (or less) expensive.

    Read the article

  • Check for bodies within a specific circle in Box2D

    - by ltjax
    I'm trying to find positions to insert new bodies into my world. For that, I'd like to have a "free" spot where this body wouldn't overlap with anything else. So my plan was to sample "random" positions and check whether they overlap with my "potential" new body. Since my bodies are always circular, I'd need to test within a given circle. So far, the only way to use box2d for this seems to use b2World::QueryAABB around my circle and manually doing an overlap test with all the fixtures it gives me (Box2D doesn't event seem to allow me to tap into its overlapping tests?!). It seems to me like Box2D should already provide such functionality - is there a way that lets me do this without reinventing most of the wheel again?

    Read the article

  • How to use OpenGL functions from multiples thread?

    - by Robert
    I'm writing a small game using OpenGL. I'm implementing basic networking in this game and I'm facing a problem. I have a thread in my client socket class that check for available data, when there are data I raise an event like this : immutable int len = this.m_socket.receive(data); if(len > 0) { this.m_onDataEvent(data); } Then on my game class, I have a function that handle and parse data like this : switch(msgId) { case ProtocolID.CharacterData: // Load terrain with opengl, character model.... Im not able to call opengl functions because my opengl context is created from a different thread. But I really don't know how I can solve this problem, I tried Google but it's really hard to find a solution. I'm using D programming language if it can help.

    Read the article

< Previous Page | 455 456 457 458 459 460 461 462 463 464 465 466  | Next Page >